D&D General #Dungeon23

Cadence

Legend
Supporter
Will be renumbering the hallway 50 to be 31 and adjusting the description slightly at some point soon.

Room 49 - The Common Room

This 40'x20' room with a 15' ceiling has double doors to the entrance hallway (north), the kitchen hallway (south), and the center court (east). Each set of double doors has the right door (as you approach) marked with an upward arrow and the left door marked with an X. They open in the direction of the side with the X. There are two decorative glass chandeliers with four continual flame each illuminating the room.

The room is typically set up to have six tables with benches that can seat up to three on each side, a serving table near the center, and three small circular tables with removable tops that are used to return the dirty dishes. Many of the residents apparently prefer to sit alone -- but all generally show up (to keep up appearances if nothing else).

Breakfast and lunch are typically cold meals set out from 5am to 8am and 11:30am to 2:30pm respectively, while dinner is typically hot and set out at 7:00pm. When the meals are ready, a Red and Yellow checkered cloth is hung on the entry door from the center court. The northern two tables are unofficially reserved for the Legionnaires.

The room can be rearranged on special occasions for combat practice, dancing, entertainment, a hospital, or a community meeting. A black flag indicates the room is closed for private use by the Legion.

View attachment 274866


Room 83 - Hall of Memories

This unlit natural cavern is 40' from east to west and has a 30' ceiling.

A 15' long "stone ship" is the rooms largest feature. Finding she couldn't bring his soul to Valhalla, Berhgildr (room #57) dug a resting place for Arne Frodeson, set the outline with large stones, and then piled more to cover it to around a yard deep.

There are three exits: the 15' wide one to the north-west (to #85) slopes downward, and has the smell of salt water; the 15' wide one one to the south (to #89) slopes downward and has the smell of not-too-cleanly living things; and the 10' wide one to the east (to #78) slopes upward and doesn't have any particular odor (or at least nothing that shows over the other smells).

She mounted the two headed half-giant/half-hag that Arne and his men came to kill on either side of the south tunnel - the left head and half on the west wall, right head and half on the east wall - using large iron stakes. The Jötunn that live down that tunnel have decided to take it as a warning, at least for now.

Finally, the monster's pit (#84) near the west wall has a large stone slab over it with more stones piled on.

1675829247786.png


The next room created (#84) is in post #526 D&D General - #Dungeon23 .
 
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Bill Zebub

“It’s probably Matt Mercer’s fault.”
I really don't know where I'm going with this goblin theme, and I'm tired of drawing natural caverns, so let's go find out what happened to the tunnel leading east off of area 1.24, The Fungal Forest...

2.7.jpeg


2.7 Stone Gates
  • Tunnel west leads ~1/2 mile to area 1.24
  • First Glance:
    • Natural stone gives way to expertly finished rock
    • Large stone doors are unadorned and closed
    • Alcoves east and west are empty; look like guard posts
  • Closer Look:
    • (skill check) Stonework is dwarven craftsmanship
    • Doors are unlocked
    • (skill check) It doesn't smell like dwarves here
 

M_Natas

Hero
Day 38

Getting bitten and almost eaten alive is a good way to get your wits and survival instincts back. Those damn mermaids had me trapped pretty good... but I managed to convince them not to eat me and to let me go. I can be quite charming when my life depends on it. Being able to throw a few magical fistfuls of magic helps too, I suppose.
The mermaids showed me their shop. It's quite a business they've set up. They lure unsuspecting sailors from the beach or the sea, make them comfortable and then eat them. Their equipment and clothing is then cleaned, repaired and taken to the market in Freehaven where it is sold. It is very efficient and nothing is wasted.
What should I do with them? I can't really let them keep eating people. But I don't want to kill them, they seem so nice and they have quite a business sense. Maybe I can convince them to change their business model to something less lethal.

View attachment 274880
Day 39 - the mermaidshop in Freehaven

The mermaids took me back to Freeport. Could see their shop. Very neat. Used but well kept and fully repaired goods and good prices. Located right on the harbour.
IMG_20230208_082317_717.jpg
 

Xamnam

Loves Your Favorite Game
Behind? Who's behind? Certainly not me, ha ha ha ha

1675880125096.png


LOVE
22. Foyer - Carvings in Draconic on the wall espouse the glory and symbiotic nature of Dragons and Mushrooms. A disaffected kobold, Teklu, is carving graffiti below making fun of those ideas.
23. Steam Room - Making use of the water that trickles through the porous rock, this room is kept refreshingly steamy. Several kobolds nap in the heat.
24. Laundry Room - The walls are lined with loose, flowy robes, mostly kobold sized. Krillok happily keeps this room stocked, spending most of his time here.
25. Meditation Chamber - Soft surfaces and intricate abstract tapestries cover almost every inch of the room. It is never empty, though sometimes it is for quiet discussive murmurs and sometime for joyous revels. One corner is full of crafting tools and materials.
26. Dining Hall - Buffet style. Long communal tables are the only seating.
27. Rest Hall - Lined with varied sorts of bedding, including a wall full of stacked hammocks.
28. Mushroom Tunnels - The source of the tribe's sacrament, these are exceedingly well maintained, cared for, and protected.

EMPIRE
29. Sentry Post - Drartol grumpily mans the small outpost. A pull string lined with small bells runs from this room down the stairs.
30. Waterfall Chamber - Water thunders down a natural opening in the floor. A small stockpile of armaments are mounted on the wall.
31. Neutral Territory - A meeting room, spartanly decorated. Small traces of blood stains are still present.

There's month one, level one!
1675880233467.png
 


Cadence

Legend
Supporter
Room 83 - Hall of Memories

This unlit natural cavern is 40' from east to west and has a 30' ceiling.

A 15' long "stone ship" is the rooms largest feature. Finding she couldn't bring his soul to Valhalla, Berhgildr (room #57) dug a resting place for Arne Frodeson, set the outline with large stones, and then piled more to cover it to around a yard deep.

There are three exits: the 15' wide one to the north-west (to #85) slopes downward, and has the smell of salt water; the 15' wide one one to the south (to #89) slopes downward and has the smell of not-too-cleanly living things; and the 10' wide one to the east (to #78) slopes upward and doesn't have any particular odor (or at least nothing that shows over the other smells).

She mounted the two headed half-giant/half-hag that Arne and his men came to kill on either side of the south tunnel - the left head and half on the west wall, right head and half on the east wall - using large iron stakes. The Jötunn that live down that tunnel have decided to take it as a warning, at least for now.

Finally, the monster's pit (#84) near the west wall has a large stone slab over it with more stones piled on.

View attachment 274966

Room 84 - The Pit

The giant-hag would dispose of her refuse, unwanted food, and sometimes living enemies/playthings by heaving them down the pit in the SW corner of her cave (room #83). The hole is currently covered by a stone slab and a few hundred pounds of loose stone. Uncovering it will reveal the 3' diameter tunnel reaching at least 30' into the ground. Scattered small bones line the side of the pit and the smell from the bottom is ghastly.

Parts of the dozens of creatures at the bottom were animated into a Bone Collective by the malevolence she chanted into it. At the time she was growing it she would send it out on missions of exploration, collection, and terror - alone for decades now it has started to fade. Ideally it would like to get enough of itself out quietly that it could move the rocks later if the pit was recovered. One way to do that would be to move some of the treasure at the bottom of the pile to the top when it heard the pit being uncovered. That way any light shining down might make it be sparkly and attractive. Assuming someone tried to climb down the skeletons it would animate to provide a distraction for the bone parts on the sides (and maybe more) to make a run for it. Once at least 30 hp of it escaped, it may or may not decide to attack the party (getting a single victim isn't worth risking partial destruction... getting several on the other hand).

The treasure at the bottom includes 150gp worth of different coins, 250 gp of various gems, a pearl of power, a ring of evasion, and a (Cursed) Frost Brand Dagger in a Sheath. The Dagger functions as a Frost Brand until a natural attack roll of 1 occurs when an ally is within range. In that case the dagger attacks the ally with advantage (+5 to hit). If this occurs while it is being used as a melee weapon, the wielder may make an STR check to control it. 20+ indicates the attack fails, 15+ indicates the attack is with disadvantage, and 10+ indicates it is a normal attack (not with advantage).

The base Bone Collective can be found in the Kobold Press Tome of Beasts (5e) and also at 5esrd.com. This collective was never raised to full power and has backslid a little. HP 90, +6 to hit, d10 damage dice +4 (26/20/48 damage instead of 31/25/57), the poison DC save is 13 with the Charisma damage being d4 Charisma points, and it is CR 6 (2,300 xp). Its languages are Common and Giant.

1675918880271.png


The next room created (#62) is in post #535 D&D General - #Dungeon23.
 
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Bill Zebub

“It’s probably Matt Mercer’s fault.”
Note to self: start writing room number before drawing grid lines.

2.8.jpeg


2.8 (Formerly) Grand Hall
  • First Glance:
    • High, vaulted ceiling.
    • Mosaic walls badly damaged and vandalized
    • Marble floor cracked and scarred and covered with debris
  • Closer Look:
    • Mosaics used to depict Dwarven myth/history/glory
    • Remains of massive horn, now shattered, in corner
 

M_Natas

Hero
Day 40

I have received a tip-off about a shipwreck near Freeport, the hull of which may contain magical items that could aid our expedition. It's said to be the Star of the North, a small, fast ship from the kingdom of Holderian, one of the elven nations of Bentu, which is said to have carried the mage She'To'Kirilian, one of the greatest scholars of the Lost City of Kyrthar Tahlketh. No one knows why the ship ran aground or what happened to the crew. All that is known is that the last salvage mission failed to return.
IMG_20230209_092638_175.jpg
 

Mad_Jack

Legend
Well, so far I've drawn up maps for the local two-story inn/tavern, the local trading company's three-story warehouse run by a member of the thieves' guild (including a smuggling tunnel underneath), and the local smithy run by two retired adventurers (a female dwarf wizard and an elven artificer, both secretly NE) who have a secret underground workshop...
Which means I think I'm actually close to the actual room count I should have by this point, lol.
I've got about a dozen interesting npcs written up with full backstories to populate the town with - including adding in one of my old PCs from a couple decades back, a lizardman fighter that everyone calls Swampgas because that's the closest thing to his completely unpronounceable name, lol.
It's going to be an interesting place - with only three buildings drawn and a dozen npcs, I've already got five secret doors, a secret workshop, two secret tunnels, and five people hiding major secrets about themselves...

I need to clean up the building maps and redraw the larger area maps, as well as write a bunch more stuff but I should hopefully end up posting some of it by the end of the month.
 

Reynard

Legend
0X.08: Underrealm Depths

Form: Extensive networks of caverns and tunnels leader ever deeper into the earth.

At First Glance: Beyond the Bastion (0X.05) the caverns and tunnels of the underrealm become ever more complex and unmappable. It seems like one could travel for miles, going ever deeper, and never discover anything with certain meaning.

On Closer Inspection: The farther the characters travel, the more certain they are that the dwarven Bastion was there to block the lower depths, not serve as a gateway to it.

Secrets: Those cold, dark, lonely caverns are inhospitable and dangerous. Every four hours the characters spend exploring, there is a chance of a deep encounter. The check gets progressively worse for each four hours spent exploring and eventually the worst will happen.

Connections: If followed forever, these caverns will eventually lead to the Netherdeeps, a hellish subterranean realm beyond the scope of this adventure.

0X.09: Sparkling Death

Form: A vertical tunnel leading down to what appears to be a great cache of gemstones.

At First Glance: As the PCs descend this shaft they see that there are gemstones embedded in the walls, and they appear to be more numerous and larger the deeper they go.

On Further Inspection: The gemstones are real: emeralds, rubies, diamonds and more. The shaft was dug by what appears to have been dwarven skill, revealing greater and greater wealth the deeper the shaft goes.

Secrets: The shaft is not a cache of magical gemstones, but one of the Godecho’s insidious traps. The entire shaft is in fact a hungry chameleon megaworm. It has formed its gullet to appear like a rich mining shaft. Once characters have descended 100 feet into the shaft (nearly within reach of the greatest gemstones). It snaps its maw shut and begins to grind and digest those trapped within. The megaworm is hundreds of feet long: no weapon the characters possess will prevail against it.

Treasure: If the character remove a gemstone and then flee, it reverts to a grotesque hunk of flesh. Nonetheless, chameleon worm flesh is valuable for spell research and as a magical reagent.

Connections: There is no outlet from the shaft/worm.
-----
Whew, I was starting to get the shakes without having included a mimic yet.
 




gorice

Adventurer
Day 40

I have received a tip-off about a shipwreck near Freeport, the hull of which may contain magical items that could aid our expedition. It's said to be the Star of the North, a small, fast ship from the kingdom of Holderian, one of the elven nations of Bentu, which is said to have carried the mage She'To'Kirilian, one of the greatest scholars of the Lost City of Kyrthar Tahlketh. No one knows why the ship ran aground or what happened to the crew. All that is known is that the last salvage mission failed to return.View attachment 275088
I wasn't sure where you were going with this at first, but your posts are starting to resemble a really interesting gazetteer for an island-hopping adventure. Looking forward to seeing the finished product!
 

Cadence

Legend
Supporter
Room 84 - The Pit

The giant-hag would dispose of her refuse, unwanted food, and sometimes living enemies/playthings by heaving them down the pit in the SW corner of her cave (room #83). The hole is currently covered by a stone slab and a few hundred pounds of loose stone. Uncovering it will reveal the 3' diameter tunnel reaching at least 30' into the ground. Scattered small bones line the side of the pit and the smell from the bottom is ghastly.

Parts of the dozens of creatures at the bottom were animated into a Bone Collective by the malevolence she chanted into it. At the time she was growing it she would send it out on missions of exploration, collection, and terror - alone for decades now it has started to fade. Ideally it would like to get enough of itself out quietly that it could move the rocks later if the pit was recovered. One way to do that would be to move some of the treasure at the bottom of the pile to the top when it heard the pit being uncovered. That way any light shining down might make it be sparkly and attractive. Assuming someone tried to climb down the skeletons it would animate would provide a distraction for the bone parts on the sides (and maybe more) to make a run for it. Once at least 30 hp of it escaped, it may or may not decide to attack the party (getting a single victim isn't worth risking partial destruction... getting several on the other hand).

The treasure at the bottom includes 150gp worth of different coins, 250 gp of various gems, a pearl of power, a ring of evasion, and a (Cursed) Frost Brand Dagger in a Sheath. The Dagger functions as a Frost Brand until a natural attack roll of 1 occurs when an ally is within range. In that case the dagger attacks the ally with advantage (+5 to hit). If this occurs while it is being used as a melee weapon, the wielder may make an STR check to control it. 20+ indicates the attack fails, 15+ indicates the attack is with disadvantage, and 10+ indicates it is a normal attack (not with advantage).

The base Bone Collective can be found in the Kobold Press Tome of Beasts (5e) and also at 5esrd.com. This collective was never raised to full power and has backslid a little. HP 90, +6 to hit, d10 damage dice +4 (26/20/48 damage instead of 31/25/57), the poison DC save is 13 with the Charisma damage being d4 Charisma points, and it is CR 6 (2,300 xp). Its languages are Common and Giant.

View attachment 275081

Room 62 - The Laundry

This somewhat hidden 10'x10' room is where the house fey couple Nite Sock and Tuáille Te do their work. They wash clothes and sheets if they are left by the door with a proper reward (sometimes with extra starch or other surprise if not) and provide towels for those bathing in the fountain (room #54). If they are intruded on they will immediately turn invisible and stay out of trouble if possible -- and get revenge later.

If they are not here, they will probably be in their living quarters across the hall (#61) and may be accompanied by their loyal corgi Toirneach (who they are teaching to turn invisible as well).

This room has a large copper tub in the south-west corner with a small bench beside it (it is more than big enough to bathe in for most people -- but that would upset the staff greatly). A large iron cylinder is in the north-west corner surrounded by buckets. The cylinder lid can open to dump cold water carried from the fountain into, and there is a spigot coming from lower down on the cylinder to get the warm water back out. The water is kept hot by the small fire elemental Ceann Te who views it as a personal challenge to do so and to keep the air warm enough to dry the clothes (and if Nite Sock and Tuáille Te are in actual danger, it may help them). There are shelves on the east end of the north wall to hold the clean towels, and the south-east part of the room has a large number of pieces of rope strung between a wooden stand and the wall to dry things on. There is a drain in the floor near the south wall.

The door to the room is unlocked and not particularly tight fitting. Anyone vaguely competent at all who inspects it will notice the warm most air leaving near the top and other air being pulled in near the bottom.

The stats for the Battle Corgi (CR 1, Small Beast) and the household spirit kind of Hobgoblin (CR 1/4, Tiny Fey) can be found in Izegrim Creations's "Twilight Fables". See D&D 5E - Twilight Fables Now Publicly Available! or contact @Sacrosanct to get a copy. The corgi Ceann Te can turn invisible 1 time per day (as per the Hobgoblin).

One version of a small fire elemental (CR 1/2) can be found in Nerzugal's Extended Bestiary at Small Fire Elemental .

1676005108816.png


The next room created (#61) is in post #539 D&D General - #Dungeon23 .
 
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Bill Zebub

“It’s probably Matt Mercer’s fault.”
2.9.jpeg


2.9 Outer Vault
  • First Glance:
    • More debris, broken furniture
    • Solid iron door in east wall
  • Closer Look:
    • Some of the furniture looks like it could have been desks, long ago
    • The iron door has three large, intricate keyholes in a horizontal row.
    • The broken off point of a sword is wedged tightly in one of the keyholes
    • The door, especially around the keyholes, shows numerous scratches
  • Secrets:
    • The door is especially hard steel, or some more exotic metal
    • Good luck finding the three keys. But they must be around here somewhere...
 

M_Natas

Hero
I wasn't sure where you were going with this at first, but your posts are starting to resemble a really interesting gazetteer for an island-hopping adventure. Looking forward to seeing the finished product!
And that's only the first two levels :).
I actually have a plan.
Level 1: Hometown/Basecamp and Hexcrawl to the Grave of an old wizard which contains the key to the Lost City of Kyrthar Tahlketh. So a lot of random locations for the Hexcrawl trough the jungle of the Island/Continent of Noland (working title).
Level 2: getting back to town, stocking up and planning and doing the expedition to the lost City. So more "random" locations on the island for more Hexcrawling. And at the End of level 2, they find the entrance to the lost City which they can open with the Key found in the Graveyard.

The 60ish rooms/locations of Levels 1 and 2 can also be used for island/tropical/wildness/island hopping exploration adventures.

I also use the time gained by doodling random locations for the first two months to figure out how to actually design my Megadungeon. I have a very rough outline of what is contained inside the city (you can read the backstory on my blog: Dungeon23 – Level 1 completed – what’s next? – A.B. Funings Blog ) but the gust is: The lost City of Kyrthar Tahlketh was the capital of the Kyrtharian Empire, a magically advanced society, who's wars, blasphemy and arrogance angered the gods, so they open portals to hell, so demons could invade the city. A powerful wizard sealed the city to contain the invasion and save the rest of the empire. The sealing part worked. The inhabitants and devils and demons were now trapped inside the city and couldn't get out ... a cruel fate for All survivors of the initial demon attack ...
And the empire crumbled anyway because if you take away the capital of a very centralised country it's quite bad. The horrors unleashed by the war roamed the countryside and the rest of the inhabitants fled and after 1000 years the wildness has reclaimed the lands with only little dots of civilization remaining, like the former pirate city of Freehaven (formerly known as Butcher's haven).

The governor of Freehaven wants to reform the city in order to not get destroyed by other nations ...

So imagine Freehaven as a Terry Pratchett-like Discworld City where you have a governor who wants to reform a city full of pirates, smugglers and criminals and all this criminal scum now has to pretend to be somewhat legitimate and not just a bunch of bandits to attract investors and convince other nations that they didn't just capture another merchant's vessel ...

So, now while creating sidequests and the hexcrawl to the lost City I'm planning the actual megadungeon Lost City and figuring out what design principles to use in order to end up with something playable, which I also just put up a blog article about: Creating a Structurally Playable Dungeon – Dungeon Design Part 1 – A.B. Funings Blog
 

M_Natas

Hero
Day 41

I stepped into the wreck of the Star of the North, my heart pounding in my chest. The captain's quarters loomed before me, a gaping maw inviting me into its depths. The walls were cracked and crumbling, and the relentless sea had claimed the room, turning it into a slick and slippery lair.
I felt as though I had crossed over into another world, a place where the laws of nature no longer applied. The air was thick with the scent of salt and rot, and an eerie light filled the space, casting shadows that seemed to shift and dance on their own.
And there it was, on the desk, the captain's logbook. Its pages were made from the finest waterproof parchment, and its words held the key to unlocking the mystery of the Lady She'To'Kirilian and the strange cargo she carried. According to the log, the ship had been doomed by some sort of creature that had broken free from its confines and left the crew at the mercy of the tumultuous waves.
But it wasn't just any creature - its presence had attracted the attention of beings from the depths, creatures of myth and legend that whispered of horrors beyond comprehension.
What horrors did they unleash upon the doomed ship? The logbook is ominously silent on the matter, its final entry dated a month prior.
But one thing is certain, the wreck of the Star of the North holds secrets that should remain buried in its watery grave, secrets that even the bravest of souls may not be able to uncover. For in the depths of the brine lies a malevolence that will stop at nothing to claim what it desires. And as I stand here, staring into the heart of this desolate place, I can feel that malevolence calling to me, tempting me to uncover its secrets, no matter the cost.
IMG_20230210_082615_283.jpg
 

Cadence

Legend
Supporter
Room 62 - The Laundry

This somewhat hidden 10'x10' room is where the house fey couple Nite Sock and Tuáille Te do their work. They wash clothes and sheets if they are left by the door with a proper reward (sometimes with extra starch or other surprise if not) and provide towels for those bathing in the fountain (room #54). If they are intruded on they will immediately turn invisible and stay out of trouble if possible -- and get revenge later.

If they are not here, they will probably be in their living quarters across the hall (#61) and may be accompanied by their loyal corgi Toirneach (who they are teaching to turn invisible as well).

This room has a large copper tub in the south-west corner with a small bench beside it (it is more than big enough to bathe in for most people -- but that would upset the staff greatly). A large iron cylinder is in the north-west corner surrounded by buckets. The cylinder lid can open to dump cold water carried from the fountain into, and there is a spigot coming from lower down on the cylinder to get the warm water back out. The water is kept hot by the small fire elemental Ceann Te who views it as a personal challenge to do so and to keep the air warm enough to dry the clothes (and if Nite Sock and Tuáille Te are in actual danger, it may help them). There are shelves on the east end of the north wall to hold the clean towels, and the south-east part of the room has a large number of pieces of rope strung between a wooden stand and the wall to dry things on. There is a drain in the floor near the south wall.

The door to the room is unlocked and not particularly tight fitting. Anyone vaguely competent at all who inspects it will notice the warm most air leaving near the top and other air being pulled in near the bottom.

The stats for the Battle Corgi (CR 1, Small Beast) and the household spirit kind of Hobgoblin (CR 1/4, Tiny Fey) can be found in Izegrim Creations's "Twilight Fables". See D&D 5E - Twilight Fables Now Publicly Available! or contact @Sacrosanct to get a copy. The corgi Ceann Te can turn invisible 1 time per day (as per the Hobgoblin).

One version of a small fire elemental (CR 1/2) can be found in Nerzugal's Extended Bestiary at Small Fire Elemental .

View attachment 275152

Room 61 - A Cautious Little Greenhouse

This somewhat hidden 10'x10' room is the home of the fey couple Nite Sock and Tuáille Te and their corgi Toirneach. During the day they are often in the Laundry (see room #62, also containing their stats), but they never got a lock for this door because ruffians might ruin it and get in a bad and destructive mood because of it. When they are in it they can securely bar the heavily banded door fairly securely from the inside (STR 22 to open).

The room has four continual flame spells cast on the ceiling (so no one can steal them). They cover the lighted areas with blankets hanging from hooks when they are trying to sleep. They can also pull the strings and drop the blankets on anyone who happens to break into the room while they are there.

The floor has nearly a score of various metal pieces (chamber pots, helmets, buckets, lanterns) and small wooden pieces (drawers, crates, half barrels) filled with dirt for growing plants. They are growing tomatoes, cherry tomatoes, green peppers, hot peppers, green beans, and strawberries. None of them are currently ripe (although some seem to have been recently picked and some soon will be). There is also a small bed with a secret compartment under the mattress near its foot where the ripe ones are stashed (undetectable without either lifting the mattress or going underneath the bed and then tapping at that end - DC 15 in that case). Reaching in it to lift the sheet covering the vegetables risks running afoul of a bear trap (DC 14 to notice something is off, DC 18 DEX save if it isn't noticed - resulting in d10 damage. It can easily be set off by poking it with an expendable stick if it is seen, or if time is taken the off mechanism can be found). The rest of their food (delivered by Berghildr) is unhidden in the bottom drawer of a topless dresser (marked with the x) that has cherry tomatoes growing in the top drawer.

When they are in the room there is also a bottle of oil with self lighting sticks perched above the door to fall as it's opened (DEX 15 save to avoid d4 fire damage) and a heavy crossbow and two light crossbows aimed at the door to be triggered by strings (DEX 18 to save if someone just opens the door uncautiously, DEX 12 if they are cautious). Once they've played that all out they will turn invisible and mentally mark down who needs to be punished later.


1676062517945.png


The next room created (#85) is in post #549 D&D General - #Dungeon23 .
 
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